What happens if you reverse the normals in nuke?
On Jan 1, 2014 11:44 PM, "Gary Jaeger" <[email protected]> wrote:

> I see. I think. It’s from maya (which is Y up) and vray but I’ll just have
> to experiment
>
> On Jan 1, 2014, at 8:34 PM, Frank Rueter <[email protected]> wrote:
>
>  Well, if you export from a "z up" system you might have to swap the green
> and blue channels, and if you are importing from a left handed coordinate
> system you will have to invert red I think.
>
> >>And point positions are worldspace, right?
> Depends on what the shader is doing. They might be in camera space.
>
>
> On 02/01/14 17:30, Gary Jaeger wrote:
>
> Thanks Frank. That’s what I figured but I couldn’t find a combination that
> worked right. It would be in invert, and not a swap, right? And point
> positions are worldspace, right?
>
>  On Jan 1, 2014, at 7:49 PM, Frank Rueter <[email protected]> wrote:
>
>  That does sound like you need to munge the VRay normals.
> I think that is exactly what I did in the past but it's been to long, I
> can't remember the details.
>
> If up is down and left is right, it sounds like you just need to invert
> your normals pass' red and green channels.
> This could be caused by a z up vs y up coordinate system in your 3D setup
> (i.e. 3dsMax) and a left vs right hand coordinate system.
>
>
>
>
>
> On 02/01/14 16:30, Gary Jaeger wrote:
>
> I’m experimenting with Relight. It’s cool, but it looks to me like
> something is reversed. If I put a light that I know should be upper right,
> the lower left gets illuminated. Maybe normals reversed or something? these
> are passes from vray. Anybody run into this?
>
>
>  Gary Jaeger // Core Studio
> 249 Princeton Avenue
> Half Moon Bay, CA 94019
> 650 728 7060
> http://corestudio.com
>
>
>
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>
>  Gary Jaeger // Core Studio
> 249 Princeton Avenue
> Half Moon Bay, CA 94019
> 650 728 7060
> http://corestudio.com
>
>
>
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>
> Gary Jaeger // Core Studio
> 249 Princeton Avenue
> Half Moon Bay, CA 94019
> 650 728 7060
> http://corestudio.com
>
>
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